Baseline Spells

Artifact Ability

Damage Dealing Abilities

Metamorphose: do this during a burn phase or “big damage” phase. You will want to have as much fury as you can prior to hitting this. This is a powerful single target and AoE cooldown; pre-plan it around phases that can use it well as it's on a very long (5 minute) cooldown, with a long duration.

Defensive Abilities

Verschwimmen: Flat 35% DR and 50% dodge, use aggressively due to it being such a low cooldown during any high raid damage situation.

Dunkelheit - Chance for players within 8 yards to avoid all damage from an attack for 8 seconds. This can be coordinated with your raid similar to Smoke Bomb, but it's not as useful. You will probably want to actually just drop it on tanks or at any time many members of your raid may be taking damage, such as during an AoE cleave or AoE ticks of damage. Co-ordinate with your raid as this is most effectively used on pulsing group damage toget a strong effect from it.

Utility Abilities

Einkerkern: This is a 1 minute crowd control that affects demons, beasts and humanoids.

Magie aufzehren: This is your interrupt. You should use it whenever possible, as it generates a large amount of fury (50).

if is not active and you will hit 2+ targetsand NOT talented into , or .

if is not active and you will hit 2+ targets.

.

.

if talented into and not talented into .

Complex / Advanced

Keep recharging (i.e. at 1 or fewer charges remaining) at all times. This is especially important with the talent (more on that below) as well as in multiple target situations! Make sure not to waste any fury if you are using the talent.

If you have either or , use on cooldown. Make sure not to overlap a previously applied buff.

If there is no AoE happening soon (about 30 seconds), and you are talented into use the ability.If you have the talent, then make sure it is active before using .

If you are using and , keep recharging (i.e. at 1 or fewer charges remaining) at all times.If you are also using should be used inside the buff exclusively.

Use on cooldown, if you have it talented.

Use on cooldown. Consider saving it for any AoE in the near future.If you are also using make sure to use inside the buff.

If you are using , use to invoke . Consider saving it for any AoE in the near future.

Use / under the following conditions.On cooldown if using .

On 4+ targets if using .

On 3+ targets otherwise.

If you are using use if 2 or more targets will get hit.If you are also using should be used inside the buff.

Use to generate Fury. Only use it when you will not waste Fury.

Use if you are using .

If is active, spend fury with If you are using , spend as much fury while is active. Only spend fury without Momentum to prevent reaching maximum fury.

If you are using use .If you are also using should be used inside the buff.

Use if is not active and:, and are NOT talented.

You will hit 2+ targets and you have the artifact trait.

Use if is not active and you will hit 2+ targets.

Spend Fury with .If you are using , spend as much fury while is active. Only spend fury without Momentum to prevent reaching maximum fury.

If there is no AoE happening soon (about 30 seconds), use with 4+ charges.If you have the talent, then make sure it is active before using .

Use to generate Fury.

If you are using and not using use as a filler.

Optimizing Movement

Regardless of your talent choices, you'll be using frequently for its damage. If you are talented into or you will also be using . Therefore, proper play of a Havoc Demon Hunter requires you to both plan your positioning and be constantly vigilant of your surroundings.

Proper Positioning

Since leaving melee range is counterproductive to dealing damage, you must position yourself in a way to minimize this as much as possible. Often, with the right techniques, you can avoid losing any GCDs even on small targets. Start from one edge of the target's hitbox, and travel straight across it to the other side. For you can do this by strafing, and with you would ideally do a jump-spin. If performed correctly on medium or large targets, you should easily stay in range of the target throughout the whole movement.

For smaller targets it can be a bit more tricky. This will take a bit of practice to tell whether you should attempt this, but if the target is small enough that you're going to end up out of melee no matter what it is worth doing.For : Start at max melee range from the target. Just as you've used an ability, start running out of melee range so that when the GCD ends you can back to the target. You want to minimize the time spent out of melee range (and therefore the lost autoattacks), so don't run too far out if you don't need to.

For it is a bit simpler: Since it can be used while off the GCD, you want to use at a time where you can use another GCD ability somewhere around the apex of the jump (or whenever you're about to leave melee range). This will give you the maximum amount of time to get back into range without losing GCDs. Generally this will mean using , and then hitting an ability a fraction of a second later.

Be Aware of Danger

Does the target have a frontal cone? Is the ground next to you on fire? Are you on a bridge or next to a cliff? These are all things you should be aware of at all times, or you'll find yourself dead more often than is probably preferable. This might seem obvious, but you need to be especially wary of these things as Havoc because they are more dangerous to you than any other DPS.

Think about in which directions you can safely move. Sometimes that way will not be the way that lets you do the most DPS. If there's a line of fire to your left, maybe decide to front to back instead of side to side.

Plan for and minimize misfires. Fel Rushing side to side using your strafe keys will often be the way to go, but keep in mind it is easy to accidentally forward instead. Position yourself so that forward won't outright kill you, if possible. "Lead" your Fel Rushes by making sure your character is already moving in the direction you intend to rush before actually Fel Rushing; this will massively reduce the chance you go somewhere unexpected and is also a great tip for DPS.

Using (Advanced)

is a talent you can choose at level 106 that is particularly high maintenance to pull off properly. The basic gameplay involves weaving and to string 4 second damage buffs together, all the while doing your normal rotation on top of it. There are a few key components to using this talent well:

Make sure you read "Proper Positioning" above; it is absolutely critical for proper use of this talent.

Uptime is everything, and to maximize uptime you need to maximize your and cooldowns. Note that the buff does not "pandemic", it merely overrides, so you should avoid refreshing whenever possible. should always be used on cooldown. An addon can be particularly helpful in tracking this, to make sure it is used as often as possible.

charges should never be wasted; you must always keep your recharging.

Because has a plain cooldown, avoid using in the last 4 seconds of 's cooldown as that will either force you to delay using or cause your to refresh. Either way it is wasted uptime.

As outlined above, the rest of the rotation does not change too drastically. The primary changes are that:

Your damaging cooldown abilities should always be used with .

You should pool fury when is down, and spend it when is up.

Offensive/Defensive Cooldowns

Metamorphose: do this during a burn phase or “big damage” phase. You will want to have as much fury as you can prior to hitting this. This is a powerful single target and AoE cooldown; pre-plan it around phases that can use it well as it's on a very long (5 minute) cooldown, with a long duration.

Chaosklingen (talent): A nice 30% damage boost. You should always have this ready to use immediately after your Meta lands, and then use it in between Metamorphoses when you can.

Verschwimmen: Flat 35% DR and 50% dodge, use aggressively due to it being such a low cooldown during any high raid damage situation.

Dunkelheit - Chance for players within 8 yards to avoid all damage from an attack for 8 seconds. This can be coordinated with your raid similar to Smoke Bomb, but it's not as useful. You will probably want to actually just drop it on tanks or at any time many members of your raid may be taking damage, such as during an AoE cleave or AoE ticks of damage. Co-ordinate with your raid as this is most effectively used on pulsing group damage toget a strong effect from it.

Utility Spells/Abilities

Netherwandeln: This talent allows you to have 5 seconds of immunity as well as a speed increase.. Though you can't do any damage. This may allow you to soak certain abilities, similar to how historically Schurkes have done this with Mantel der Schatten.

Einkerkern: This is a 1 minute crowd control that affects demons, beasts and humanoids.

Magie aufzehren: This is your interrupt. You should use it whenever possible, as it generates a large amount of fury (50).